| Wizards | ||||||||||||||||
| Wizards are people (human or otherwise) that do not possess Magery but do possess Magical Sensitivity. This allows Wizards to cast spells that do not have Magery for a pre-requisite. In some ways they are more flexible than Mages, but without the gift of attunement to Ea�s mystical forces, magic is much harder to control and cast. Technically, anyone with Magical Sensitivity that has learned some spell magic is a Wizard. In actual use, though, the term Wizard generally refers to those who dedicate their studies to the mastery of magical forces. |
![]() |
|||||||||||||||
| True Wizards and Dabblers True Wizards are those who actively practise and learn spell magic, usually possessing a few levels of Increased Thresh or Increased RR. Dabblers are those who may learn a few useful spells to help in their chosen professions. Dabblers often do not possess magic advantages at all. Most people call True Wizards by the name Wizard, and do not consider Dabblers to be part of a magical profession. ex. Alstair Sparkdale is a Wizard. He possesses two levels of Increased Thresh and one level of Increased RR. This makes his Thresh 35 and his RR 2d+1. Alstair possesses knowledge of many spells and spends most of his time using these spells as a Wizard for Hire. His companion Brock the Fierce is a Mercenary. Alstair has taught Brock a few useful spells such as Sense Foes, Ignite Fire and Light. Brock does not have Increased Thresh or Increased RR. Thus, his Thresh and RR are the default value of 25 and 2d-1. |
||||||||||||||||
| Threshold and RR Wizards have a Base Thresh of 25 and RR of 2d-1. This may be modified by the Increased Thresh and Increased RR advantages. Most Dabblers do not possess these advantages. Any Wizard who spends more than 20 pts on these advantages must buy a 5 pt Unusual Background. Casting Wizards cast spells as described in GURPS Magic with the following modifications. Wizards must pay the spell cost in fatigue. The same amount of energy is added to a Wizard�s Tally. High skill reduces casting time as per GURPS Magic. The amount of energy added to the Tally is the final casting cost. ex. Alstair finds himself in a pitch-dark cave just crawling with Orcs. He decides to cast Continual Light on his staff. His current Tally is 4. He casts a dim glow (cost 2) on the tip of the staff. He knows the Continual light spell at level 15, reducing cost to 1, spending 1 fatigue and 1 point on his Tally. Alstair is nowhere near his Thresh, so needs not worry about a Calamity Roll. However, his glowing staff reveals a smiling Orc brandishing a club not 10 yards away! Alstair quickly decides to cast Fear (cost 1/hex) and try to scare the Orc off. He knows Fear at level 14, not quite enough to cast on one subject for free. He pays the base cost and makes his roll. He is still well below his Thresh, so doesn�t need to worry about Calamity. The Orc predictably fails his IQ to resist, and flees in terror. Alstair breaths a sigh of relief. His Tally is now 6 and he has spent 2 fatigue. Now if he could only find Brock... Maintaining Spells Cost to maintain is figured exactly as cost to cast. Reduction of cost for High Skill is also treated the same. A Wizard may choose to apply the maintaining cost directly to the Tally without spending fatigue or to spend fatigue with no additions to Tally or by spending energy stored in a powerstone. This reflects the fact that spells already initiated are more easily powered by mana in the surrounding area and is a special option only available to Wizards. ex. If Alstair had cast a Light spell (cost 1) which he knows at 14 instead of Continual Light, he would have paid 1 fatigue and added 1 to his Tally. To maintain the Light spell, Alstair could spend 1 fatigue per minute or add 1 to his Tally per minute. This could rapidly tire Alstair out, or rapidly increase his Tally above his Thresh of 35, causing him to roll for Calamity. Continual Light, which has a duration of 2d days, was a better choice. Had Alstair known Light at level 15 or more, he could cast and maintain the spell indefinately with no cost to fatigue or Tally. If Alstair was already above his Thresh, he would still have to roll for Calamity, however. |
||||||||||||||||
| Exceeding the Threshold Wizards and Dabblers exceed their Thresh any time they cast a spell which takes the Tally over their Threshold. With the cost of fatigue added to the cost to Tally, Wizards usually do not Exceed the Thresh quite as often as mages. However, it is still possible for a Wizard to suffer even the most severe effects detailed in the Calamity Table. Wizards can not take the Safer Excess advantage, and so add a +1 to their Calamity Roll for every 5 pts of energy by which they are currently in excess of Thresh. A new Calamity Roll is made any time the Wizard casts another spell, even if the spell costs no energy, until his Tally has Recovered below the level of his Thresh. Wizards must also roll for Calamity if a maintained spell Exceeds the Thresh and each time another 5 pts is added by a maintained spell which is using energy from the Wizard�s Tally |
||||||||||||||||
| Magic Items | Mages | Wizards | Talents | Magic Advantages | Calamity Table | ||||||||||||||||
| Qengho's GURPS Page | ||||||||||||||||